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Pretty much zero, outside of using Mods. BG3 is effectively 'complete' and is in the bug fixing and optimization loop. Larian Studios is moving on to their next game, according to them.
Some of the "less official" ones I have tried out are the Vanguard (I really view that class as what Eldritch Knight wants to be when it grows up); and as for subclasses, the Pirate (it's pretty much homebrew but a riff on a Swashbuckler), the Drakewarden Ranger (gets a dragon companion), and I still can't figure out my favorite custom Monk class, but I'm leaning to Ascendant Dragon, Sun Soul, and the Kensei/Wuxia (a monk who focuses on katana attacks).
One final note -- many of the custom classes will likely make you want to use Unlock Level Curve as you won't see many of their best abilities until you start getting above level 12.... (although this is technically true of some vanilla classes, too).
Of course, try out new mods. So far, I have yet to start out a Tav with one of the custom classes, I usually use hirelings as my lab rats to try them out. Especially as if they are borked, well that situation is more easily handled.
I can imagine a DLC with another subclass for each class though...there are plenty that would work great for this settings and story (for example Aberrant Mind sorcerer).
As others have noted....a lot of the missing subclasses have been made into mods that work quite nicely.
5E Spells Addon -- contains both Green Flame Blade and Booming Blade cantrips, as well as a bunch of other missing 5E cantrips & spells not in the vanilla game.
As for the Nexus Artificer -- four subclasses:
a) The Alchemist tries to tie into the game's built in alchemy crafting system, with I would argue debatable results
b) The Armorer makes iron man suits, and works just fine.
c) The Battle Smith can make a Steel Defender - the improved version, natch, looks just like one of the Steel Watch, but shrunk down a bit. (Though it also works differently. It won't explode once its HP gets too low, etc.)
d) Artillerist - best with firearms (the mod adds muskets/flintlocks and pistols to the game, others can use them, they do it best); also can summon an Arcane Cannon (basically a flamethrower/blaster rifle) and a mobile version of same which is like a floating version of the cannons you see at the Arcane Tower.
I like the Artillerist best, having tried the three others.
you can install 5e spell mods. it got booming blade and green flame blade
1) They've caused my saves to break when a major update (like the one that's about to come out) comes out
2) It makes it impossible to play said playthrough on my Steam Deck, I've tried literally every guide and walkthrough, I can't get mods to work my my Deck. Mostly, I play on my desk-top, but when I'm traveling it sucks to not be able to work on my current playthrough that includes mods
3) Achievements
Zero. If you do not have artificer in the basic rules, then you will not have it natively ingame.